UPDATED May 13
Hotfix 0.8.0.9915 May 12
Sandbox Durability Fix and More!
Salutations, colleagues!
We have deployed a small hotfix to address some issues that have been reported. Big thank you to everyone submitting feedback and bug reports!
Please be sure to update your game and dedicated servers.
The version at the bottom of your screen in-game should read “0.8.0.9915”.
Repairing Items
Fixed a major issue with Sandbox Item Durability Multiplier which was mishandling some values and not being properly accounted for in all transactions, such as crafting and salvaging. All durability has been switched to use a new, less volatile system, which will allow servers to change this setting in the future without their items having greatly inflated numbers and without being created in a broken or damaged state.
NOTE: Saves currently using high durability multiplier values may find their items are now exceptionally high values. The easiest way to solve this is to either destroy/salvage that item or simply enjoy the new inflated value. All further crafted and salvaged items should have the correct values, however.
Hammers now repair a percentage of the furniture’s total health, rather than hit points. This means that repairs now take a more consistent amount of time across various objects, and are consistent regardless of Durability Multiplier Sandbox settings.
Server Browser Changes
The Server Browser now shows up to 10,000 servers instead of 1,000. Thank you to every scientist who made this a problem we needed to solve!
Entering a server password will now properly censor the password as it is being typed to help protect our scientists from prying eyes. There is a button to show the password, but be sure to not press this while streaming!
We’ve updated the Steam Server Version, meaning that servers from previous updates will no longer show in the Server Browser. Please update your Dedicated Servers if you want them to show in the Server Browser!
General Patches
Time no longer passes while in the Introduction, meaning that new scientists will no longer be seemingly trapped on the elevator for hours on end.
Our stealthiest scientists are no longer able to stealth-roll in their sleep. You’re good but you’re not that good!
Cement Bag Walls are no longer anomalously reproducing and now return the same amount of cement required to craft them.
Scientists can no longer find themselves getting stuck in that one spot under the stairs in Silo 3. Thanks for the reports!
Scientists will no longer be trapped by opening a shutter below a vent path in the Manufacturing West Garage.
IS-0178 variants have begun appearing more frequently in the Mycofields.
Item Stands are now categorized as Furniture! Surprise surprise.
Fire Suits have had a correction to their shiny material.
IS-0139 no longer glows white, instead of its normal color.
Fixed a visual issue with the shiny bits on The Order.
Removed collision from Healing Briefcases which could cause scientists to get stuck or dropped through elevator floors.
When scrapping a weapon with ammo inside it, the ammo will now attempt to go into your scientist’s inventory rather than quietly fall onto the floor and getting lost.
Vacuums no longer cause recoil when firing. Don’t worry, the suck is still just as powerful.
Wristwatches got a bit of a visual upgrade.
Deployed Antelight Plants will no longer block movement.
SMGs now have sound effects when being reloaded.
The Mega Couch now has its own fancy icon in your inventory.
That’s all for this hotfix. Now…
Onward to science!
Hotfix 0.8.0.9906 May 10
Recipe Unlock Fixes
Hello! We've deployed a small hotfix to correct some issues with the last update. Due to some silly science, recipes were not unlocking for players who were deeper into the game. Thanks for your patience and please update your game and servers accordingly.
The new version at the bottom of your game should read "0.8.0.9906".
Item Stand recipe should now be obtainable.
Any recipes involving items that were previously picked up should now be obtainable by picking up, interacting with, or shuffling those items again. (This will affect certain new food recipes and Walkie-Talkies as well.)
Fixed Agriculture Perk "Prudent Plucking" no longer working as intended.
As there was some confusion, the primary new recipes are as follows:
(spoiler tagged in case you still want to discover them on your own)
Walkie-Talkies:
1x Phone
1x Metal Scrap
1x Keyboard
1x Tech Scrap
Item Stand:
1x Wood Plank
1x Screws
Cheese Curd (it's a soup):
1x Gel
1x Milk Sac
1x Hydrochloric Acid
Okay, that should about do it. Onward to science.
[v0.8.0.9904] – “The First Week” Update May 10
You'll know you're on the most up to date build if the version number above matches the one at the bottom of your screen while in the main menu and in-game. If your game hasn’t automatically queued an update, verify your game files!
v0.8.0.9904 Hotfix Patch Notes
Customization Changes:
New Fabric: 'Launch', celebrating a very successful first week!
Dr. Janek went down into the Anning Containment Block and hasn't been seen since. If you manage to find him worse for wear, please recover his Containment-level ID Card.
Facility Changes:
Several changes have been made to the Helmholtz pathing to make it a bit more obvious.
IS-1057 has been spotted in this area, please be cautious and remember to wash your hands if you come into contact with it.
The keypad in the Labs Control Center that accesses the Helmholtz Lift is now just a regular button.
Made a certain button in Dirac a bit harder to miss.
Gameplay Changes:
Officer Warren has heard your feedback and installed a mechanism to disable the auto-timer for the Security Shutters on Level 2. Unfortunately, Warren is an incompetent fool and it appears to be broken. Perhaps you can fix it, instead.
Scientists wearing suits will now feel a bit more like they are indeed in a stuffy suit, with a hazmat frame showing around their view and some breathing audio to boot. This breathing is disabled if the Misophonia option is ticked.
Added Drop Item hotkey in Inventory (G) for those large-cranium inventory managers.
Pinned Recipe items will now highlight in gold when viewed on the ground/in world to better indicate their coveted status.
This feels like a good time to remind Twitch streamers they can unpin recipes from the Crafting Menu at any time if their HUD is feeling a bit cluttered.
Added some logic to show holster/block item action prompts on HUD when using and holstering off-hand shields.
The Medium Garden Plot now uses water more efficiently.
Salvaging items will no longer repair the base items but instead trade the durability from the parent item.
Crafting a broken item from a broken item will no longer repair the item and will instead transfer the durability of the primary item in the recipe.
Security Pistol and Security Pistol FL have received a slight increase to their durability. This may not take effect on previously found/crafted items.
Many Compendium tweaks, including removing some entries that cannot currently be accessed.
Optimized netcode when firing weaponry, especially full-auto weaponry.
Jiggled around some graphics sliders to eek out a couple more frame rates.
Entity Changes:
IS-0139 now has an animation when netted.
Security Robots now have more correct attack ranges, particularly for their behind 180-spin attack.
CAUTION: Security Robots are no longer intimidated by the presence of a Crafting Bench when attempting to exit their pod.
Fixed Peccary sliding around during their charge.
Fixed Peccary exploding after they are dead.
Reduced tendency for enemies to get stuck on wooden crates.
Item & Recipe Changes:
Thule turned off an electrical conductor in the Labs, which was pulling some extra electrons used by your Electrothrower. The Electrothrower now does 18 damage per strike, down from 20, and now has a slightly lower chance to stun targets.
The Electrothrower can no longer accrue Accuracy XP, because let's face it, you're not really aiming this thing.
Fire, Bleeding, and Electric damage can no longer stagger enemies on their own (stuns are still a separate mechanism, in this case.)
The Makeshift Headlamp is now easier to craft.
The Makeshift Headlamp now has 700 battery, up from 300.
Slightly reduced the weight of all shields across the board.
Renamed Silver Chain to Exquisite Chain and changed the description a bit to avoid confusion.
Made Gumdrop Cookies more obvious when burnt.
Stewed Peccary and Mushrooms has been shortened to Peccary Stew.
Potatoes can now be planted.
There have been several new recipes added for Cheese and Potatoes.
Item Stands can now be crafted and will display items. Deployables will display inside their deployable item box, so you will still want to deploy your fun collectibles on their own, typically.
Add something wearable, possibly related to "Ebgguh." (Criss made me put this in here, I don't know what it means.)
All collectible statues and bobbleheads can no longer lose durability.
Removed Fatigue gain from pie slices.
Increased harvest quantity of Tomatoes, Potatoes, and Lettuce.
Updated texture on Makeshift Bolts.
Accessibility Changes:
Arachnophobia now properly hides certain "spider" legs even during effects. If the setting is changed during combat, it will update to the new setting once the entity performs its cloak/attack action.
Various localization strings have been updated.
Fixed a very specific Russian localization issue, which called a story-critical item by the incorrect name and caused a lot of confusion. Tarasque Ichor is no longer called Tarasque Exor.
The P key can now be properly bound and no longer opens the Escape Menu.
Portal World Changes:
Rise has received an audio pass, and by that, we mean BWEEEE-OOOOOOOOH BWEEEE-OOOOOOOOH BWEEEE-OOOOOOOOH
Removed some Anteverse Wheat in the ground in
Fixed durability and other stats being incorrect on the many hats that drop from the undead citizens of Anteverse 23.
Fixed a floating-hair issue to the above.
Addressed a report of an anomalous floating firearm aboard IS-0138. Dr. Hammond would be pleased, if he didn't have more important things to attend to.
Bug Fixes:
Fixed a bug where Duct Tape repair is not useable from containers.
Dr. Manse has sent out an email berating the Containment Team for incorrectly filing several entities under the wrong IS number. If you see any erroneous IS numbers, please report them immediately. The only exception is IS-0093, which as you know, is not real.
Fixed an issue where the Coworker would be aggressively attracted to the Crafting Bench during night time, despite having no interest in crafting or benches. He has told us many times his favorite hobby is lunchtime and we believe him.
Dr. Mayfield previously would stop talking to you at some point, but we've encouraged her to speak her mind, and we personally think she has good, Nobel-prize winning ideas.
Fixed an issue with some food items (e.g. potato) not properly updating when cooked.
Fixed the way some items are held in third person
Fixed stuck spot in the abandoned camp in the Mines.
Fixed a hole in a maintenance hallway near the Data Farm.
Fixed issues where Scuttlebugs now have proper death effects and no longer show when they are not there (mostly for clients, but sometimes host too)
Fixed a crash caused by the Tram's Scientist Retention Field. This change will now reduce the possibility of two passing Trams ending the universe as we know it.
Fixed hosting preferences not correctly applying to hosting new games. This should prevent the Singleplayer-But-Not-Singleplayer issue.
Vehicle recall procedures now have a higher chance of succeeding. Thank you to all the scientists who submitted their Facilities for teleport anomaly evaluation by the Kinetics Team.
Fixed a power socket inside a wall in the Containment wing.
Added a fix for first-person arms getting stuck in a weird rotated state, and simply switching hotbar items should resolve this now if it occurs.
Various units from The Order will no longer block exit-access on toilet seats when dead. This would be the primary cause for several "I STUCK IN THE TRAIN'S TOILET" reports after using a toilet.
Stopped the Server Browser from searching until the menu is actually visible.
Fixed a bug where scientists could rejoin after being dead and suddenly find themselves alive with zero hit points.
Improved collision on one of the broken forklifts which could cause scientists to get stuck inside it. (Thanks for the report!)
Removed kick/ban buttons on F1 player list, since you can't click them and clients shouldn't see them anyway.
Made some major fixes to deployables disappearing due to accidental duplication of unique IDs.
Completely disabled Motion Blur on all graphics setting levels until we figure out how we want it to work with our art style. Besides, nobody really likes Motion Blur. (This is a joke, please don't write mean things on the forums.)
Fixed subtitles getting out of sync when the game is paused.
Fixed buff name on Carbuncle Crest.
Several items missing icons (indicated by a checkered cube) now have their appropriate icons.
Removed The Exor Heart's teleportation for scientists who are sitting or using ladders.
Fixed a bug where the driver of a Moveable Cart might get reset to a previous location when moving between areas.
Food decay can no longer be repaired at the Repair Bench.
Fixed an issue where soup and pie portions were not being set correctly in some instances.
Prudent Plucking perk will no longer add additional items on things that aren't even meant to be stackable, such as perk will no longer add additional items on things that aren't even meant to be stackable, such as Antelight plants.
Fixed a bug where returning to a previous menu while hosting can corrupt a world save.
Fixed various issues with overlapping healing briefcases.
Fixed many food items (such as whole pies) showing useless or incorrect hunger/thirst data.
Fixed Mashed Potatoes soup recipe.
Fixed issues with Homey Pasta and Stewed Peccary soups.
Fixed Antepasta turning soup toxic.
Fixed floating buckles on the Rat Suit.
Fixed some floating concrete barricades in Manufacturing West.
Fixed several holes in the floor throughout the Facility. (Thanks for the reports!)
Added additional safeguards to early-game in regards to running out of duct tape or tech scrap before crafting the correct items.
Fixed an issue were Trams would destroy furniture above or below them, violating several laws of physics.
Fixed some typos in journals and subtitles.
Removed a poorly-timed and confusing Journal entry in the Labs.
Fixed a spot where reality would unload when walking atop one of the containment cells.
Reduced the frequency of doors being manipulated by unknown entities.
Fixed a blank icon in the Journal sector map.
Fixed an issue where entities respawns were not properly keeping track of their cooldowns which could cause early or late respawns.
Fixed an issue where the durability on a Robot Charging Pod would prevent it from spawning properly.
Fixed an issue where entities would use their secondary spawn locations instead of the first one, even when seeing them for the first time. This would result in cases where entities are not in the correct place for teaching player mechanics early on, and so on.
Fixed a bug where stamina would get in a weird state after using Heavy Melee Weapons.
Fixed some audio that was not properly redacted. Sorry, the answer is never Nebraska.
Those are the recent patch notes up through May 12 for Abiotic Factor.